mirror of https://github.com/FWGS/hlsdk-xash3d
1021 lines
26 KiB
C++
1021 lines
26 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "effects.h"
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#include "weapons.h"
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#include "explode.h"
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#include "player.h"
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#define SF_TANK_ACTIVE 0x0001
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#define SF_TANK_PLAYER 0x0002
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#define SF_TANK_HUMANS 0x0004
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#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_SOUNDON 0x8000
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enum TANKBULLET
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{
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TANK_BULLET_NONE = 0,
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TANK_BULLET_9MM = 1,
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TANK_BULLET_MP5 = 2,
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TANK_BULLET_12MM = 3
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};
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// Custom damage
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// env_laser (duration is 0.5 rate of fire)
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// rockets
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// explosion?
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class CFuncTank : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Think( void );
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void TrackTarget( void );
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virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
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virtual Vector UpdateTargetPosition( CBaseEntity *pTarget )
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{
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return pTarget->BodyTarget( pev->origin );
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}
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void StartRotSound( void );
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void StopRotSound( void );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
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inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; pev->nextthink = pev->ltime + 0.1f; m_fireLast = 0; }
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inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
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inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
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BOOL InRange( float range );
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// Acquire a target. pPlayer is a player in the PVS
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edict_t *FindTarget( edict_t *pPlayer );
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void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr );
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Vector BarrelPosition( void )
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{
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Vector forward, right, up;
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UTIL_MakeVectorsPrivate( pev->angles, forward, right, up );
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return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
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}
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void AdjustAnglesForBarrel( Vector &angles, float distance );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL OnControls( entvars_t *pevTest );
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BOOL StartControl( CBasePlayer* pController );
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void StopControl( void );
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void ControllerPostFrame( void );
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virtual void StopFire( void ){}
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protected:
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CBasePlayer* m_pController;
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float m_flNextAttack;
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Vector m_vecControllerUsePos;
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float m_yawCenter; // "Center" yaw
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float m_yawRate; // Max turn rate to track targets
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float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
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// Zero is full rotation
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float m_yawTolerance; // Tolerance angle
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float m_pitchCenter; // "Center" pitch
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float m_pitchRate; // Max turn rate on pitch
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float m_pitchRange; // Range of pitch motion as above
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float m_pitchTolerance; // Tolerance angle
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float m_fireLast; // Last time I fired
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float m_fireRate; // How many rounds/second
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float m_lastSightTime;// Last time I saw target
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float m_persist; // Persistence of firing (how long do I shoot when I can't see)
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float m_minRange; // Minimum range to aim/track
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float m_maxRange; // Max range to aim/track
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Vector m_barrelPos; // Length of the freakin barrel
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float m_spriteScale; // Scale of any sprites we shoot
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string_t m_iszSpriteSmoke;
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string_t m_iszSpriteFlash;
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TANKBULLET m_bulletType; // Bullet type
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int m_iBulletDamage; // 0 means use Bullet type's default damage
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Vector m_sightOrigin; // Last sight of target
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int m_spread; // firing spread
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string_t m_iszMaster; // Master entity (game_team_master or multisource)
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};
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TYPEDESCRIPTION CFuncTank::m_SaveData[] =
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{
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DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_iszSpriteSmoke, FIELD_STRING ),
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DEFINE_FIELD( CFuncTank, m_iszSpriteFlash, FIELD_STRING ),
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DEFINE_FIELD( CFuncTank, m_bulletType, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_sightOrigin, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_spread, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_pController, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFuncTank, m_vecControllerUsePos, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_flNextAttack, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_iBulletDamage, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity )
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static Vector gTankSpread[] =
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{
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Vector( 0, 0, 0 ), // perfect
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Vector( 0.025, 0.025, 0.025 ), // small cone
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Vector( 0.05, 0.05, 0.05 ), // medium cone
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Vector( 0.1, 0.1, 0.1 ), // large cone
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Vector( 0.25, 0.25, 0.25 ), // extra-large cone
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};
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#define MAX_FIRING_SPREADS ARRAYSIZE( gTankSpread )
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void CFuncTank::Spawn( void )
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{
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Precache();
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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pev->solid = SOLID_BSP;
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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m_yawCenter = pev->angles.y;
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m_pitchCenter = pev->angles.x;
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if( IsActive() )
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pev->nextthink = pev->ltime + 1.0f;
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m_sightOrigin = BarrelPosition(); // Point at the end of the barrel
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if( m_fireRate <= 0 )
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m_fireRate = 1;
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if( m_spread > (int)MAX_FIRING_SPREADS )
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m_spread = 0;
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pev->oldorigin = pev->origin;
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}
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void CFuncTank::Precache( void )
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{
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if( m_iszSpriteSmoke )
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PRECACHE_MODEL( STRING( m_iszSpriteSmoke ) );
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if( m_iszSpriteFlash )
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PRECACHE_MODEL( STRING( m_iszSpriteFlash ) );
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if( pev->noise )
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PRECACHE_SOUND( STRING( pev->noise ) );
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}
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void CFuncTank::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "yawrate" ) )
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{
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m_yawRate = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "yawrange" ) )
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{
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m_yawRange = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "yawtolerance" ) )
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{
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m_yawTolerance = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "pitchrange" ) )
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{
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m_pitchRange = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "pitchrate" ) )
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{
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m_pitchRate = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "pitchtolerance" ) )
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{
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m_pitchTolerance = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "firerate" ) )
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{
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m_fireRate = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "barrel" ) )
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{
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m_barrelPos.x = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "barrely" ) )
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{
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m_barrelPos.y = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "barrelz" ) )
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{
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m_barrelPos.z = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "spritescale" ) )
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{
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m_spriteScale = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "spritesmoke" ) )
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{
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m_iszSpriteSmoke = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "spriteflash" ) )
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{
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m_iszSpriteFlash = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "rotatesound" ) )
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{
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pev->noise = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "persistence" ) )
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{
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m_persist = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "bullet" ) )
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{
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m_bulletType = (TANKBULLET)atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "bullet_damage" ) )
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{
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m_iBulletDamage = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq(pkvd->szKeyName, "firespread" ) )
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{
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m_spread = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "minRange" ) )
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{
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m_minRange = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "maxRange" ) )
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{
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m_maxRange = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "master" ) )
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{
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m_iszMaster = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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////////////// START NEW STUFF //////////////
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//==================================================================================
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// TANK CONTROLLING
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BOOL CFuncTank::OnControls( entvars_t *pevTest )
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{
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if( !( pev->spawnflags & SF_TANK_CANCONTROL ) )
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return FALSE;
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//Vector offset = pevTest->origin - pev->origin;
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if( ( m_vecControllerUsePos - pevTest->origin ).Length() < 30 )
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return TRUE;
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return FALSE;
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}
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BOOL CFuncTank::StartControl( CBasePlayer *pController )
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{
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if( m_pController != NULL )
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return FALSE;
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// Team only or disabled?
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if( m_iszMaster )
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{
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if( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
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return FALSE;
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}
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ALERT( at_console, "using TANK!\n");
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m_pController = pController;
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m_pController->m_pTank = this;
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if( m_pController->m_pActiveItem )
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{
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m_pController->m_pActiveItem->Holster();
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m_pController->pev->weaponmodel = 0;
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m_pController->pev->viewmodel = 0;
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}
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m_pController->m_iHideHUD |= HIDEHUD_WEAPONS;
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m_vecControllerUsePos = m_pController->pev->origin;
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pev->nextthink = pev->ltime + 0.1f;
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return TRUE;
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}
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void CFuncTank::StopControl()
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{
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StopFire();
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// TODO: bring back the controllers current weapon
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if( !m_pController )
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return;
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if( m_pController->m_pActiveItem )
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m_pController->m_pActiveItem->Deploy();
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ALERT( at_console, "stopped using TANK\n");
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m_pController->m_iHideHUD &= ~HIDEHUD_WEAPONS;
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pev->nextthink = 0;
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m_pController->m_pTank = NULL;
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m_pController = NULL;
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if( IsActive() )
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pev->nextthink = pev->ltime + 1.0f;
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}
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// Called each frame by the player's ItemPostFrame
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void CFuncTank::ControllerPostFrame( void )
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{
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ASSERT( m_pController != NULL );
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if( gpGlobals->time < m_flNextAttack )
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return;
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if( m_pController->pev->button & IN_ATTACK )
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{
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Vector vecForward;
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UTIL_MakeVectorsPrivate( pev->angles, vecForward, NULL, NULL );
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m_fireLast = gpGlobals->time - ( 1.0f / m_fireRate ) - 0.01f; // to make sure the gun doesn't fire too many bullets
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Fire( BarrelPosition(), vecForward, m_pController->pev );
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// HACKHACK -- make some noise (that the AI can hear)
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if( m_pController && m_pController->IsPlayer() )
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( (CBasePlayer *)m_pController )->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_flNextAttack = gpGlobals->time + ( 1.0f / m_fireRate );
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}
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}
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////////////// END NEW STUFF //////////////
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void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( pev->spawnflags & SF_TANK_CANCONTROL )
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{
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// player controlled turret
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if( pActivator->Classify() != CLASS_PLAYER )
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return;
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if( value == 2 && useType == USE_SET )
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{
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ControllerPostFrame();
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}
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else if( !m_pController && useType != USE_OFF )
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{
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StartControl( (CBasePlayer*)pActivator );
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}
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else
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{
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StopControl();
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}
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}
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else
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{
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if( !ShouldToggle( useType, IsActive() ) )
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return;
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if( IsActive() )
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TankDeactivate();
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else
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TankActivate();
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}
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}
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edict_t *CFuncTank::FindTarget( edict_t *pPlayer )
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{
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return pPlayer;
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}
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BOOL CFuncTank::InRange( float range )
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{
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if( range < m_minRange )
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return FALSE;
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if( m_maxRange > 0 && range > m_maxRange )
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return FALSE;
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return TRUE;
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}
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void CFuncTank::Think( void )
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{
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pev->avelocity = g_vecZero;
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TrackTarget();
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if( fabs( pev->avelocity.x ) > 1 || fabs( pev->avelocity.y ) > 1 )
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StartRotSound();
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else
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StopRotSound();
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}
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void CFuncTank::TrackTarget( void )
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{
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TraceResult tr;
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edict_t *pPlayer = FIND_CLIENT_IN_PVS( edict() );
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BOOL updateTime = FALSE;
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Vector angles, direction, targetPosition, barrelEnd;
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edict_t *pTarget = NULL;
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// Get a position to aim for
|
|
if( m_pController )
|
|
{
|
|
// Tanks attempt to mirror the player's angles
|
|
angles = m_pController->pev->v_angle;
|
|
angles[0] = 0 - angles[0];
|
|
pev->nextthink = pev->ltime + 0.05f;
|
|
}
|
|
else
|
|
{
|
|
if( IsActive() )
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
else
|
|
return;
|
|
|
|
if( FNullEnt( pPlayer ) )
|
|
{
|
|
if( IsActive() )
|
|
pev->nextthink = pev->ltime + 2.0f; // Wait 2 secs
|
|
return;
|
|
}
|
|
pTarget = FindTarget( pPlayer );
|
|
if( !pTarget )
|
|
return;
|
|
|
|
// Calculate angle needed to aim at target
|
|
barrelEnd = BarrelPosition();
|
|
targetPosition = pTarget->v.origin + pTarget->v.view_ofs;
|
|
float range = ( targetPosition - barrelEnd ).Length();
|
|
|
|
if( !InRange( range ) )
|
|
return;
|
|
|
|
UTIL_TraceLine( barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr );
|
|
|
|
if( tr.flFraction == 1.0f || tr.pHit == pTarget )
|
|
{
|
|
CBaseEntity *pInstance = CBaseEntity::Instance(pTarget);
|
|
if( InRange( range ) && pInstance && pInstance->IsAlive() )
|
|
{
|
|
updateTime = TRUE;
|
|
m_sightOrigin = UpdateTargetPosition( pInstance );
|
|
}
|
|
}
|
|
|
|
// Track sight origin
|
|
// !!! I'm not sure what i changed
|
|
direction = m_sightOrigin - pev->origin;
|
|
//direction = m_sightOrigin - barrelEnd;
|
|
angles = UTIL_VecToAngles( direction );
|
|
|
|
// Calculate the additional rotation to point the end of the barrel at the target (not the gun's center)
|
|
AdjustAnglesForBarrel( angles, direction.Length() );
|
|
}
|
|
|
|
angles.x = -angles.x;
|
|
|
|
// Force the angles to be relative to the center position
|
|
angles.y = m_yawCenter + UTIL_AngleDistance( angles.y, m_yawCenter );
|
|
angles.x = m_pitchCenter + UTIL_AngleDistance( angles.x, m_pitchCenter );
|
|
|
|
// Limit against range in y
|
|
if( angles.y > m_yawCenter + m_yawRange )
|
|
{
|
|
angles.y = m_yawCenter + m_yawRange;
|
|
updateTime = FALSE; // Don't update if you saw the player, but out of range
|
|
}
|
|
else if( angles.y < ( m_yawCenter - m_yawRange ) )
|
|
{
|
|
angles.y = ( m_yawCenter - m_yawRange );
|
|
updateTime = FALSE; // Don't update if you saw the player, but out of range
|
|
}
|
|
|
|
if( updateTime )
|
|
m_lastSightTime = gpGlobals->time;
|
|
|
|
// Move toward target at rate or less
|
|
float distY = UTIL_AngleDistance( angles.y, pev->angles.y );
|
|
pev->avelocity.y = distY * 10;
|
|
if( pev->avelocity.y > m_yawRate )
|
|
pev->avelocity.y = m_yawRate;
|
|
else if( pev->avelocity.y < -m_yawRate )
|
|
pev->avelocity.y = -m_yawRate;
|
|
|
|
// Limit against range in x
|
|
if( angles.x > m_pitchCenter + m_pitchRange )
|
|
angles.x = m_pitchCenter + m_pitchRange;
|
|
else if( angles.x < m_pitchCenter - m_pitchRange )
|
|
angles.x = m_pitchCenter - m_pitchRange;
|
|
|
|
// Move toward target at rate or less
|
|
float distX = UTIL_AngleDistance( angles.x, pev->angles.x );
|
|
pev->avelocity.x = distX * 10;
|
|
|
|
if( pev->avelocity.x > m_pitchRate )
|
|
pev->avelocity.x = m_pitchRate;
|
|
else if( pev->avelocity.x < -m_pitchRate )
|
|
pev->avelocity.x = -m_pitchRate;
|
|
|
|
if( m_pController )
|
|
return;
|
|
|
|
if( CanFire() && ( ( fabs( distX ) < m_pitchTolerance && fabs( distY ) < m_yawTolerance ) || ( pev->spawnflags & SF_TANK_LINEOFSIGHT ) ) )
|
|
{
|
|
BOOL fire = FALSE;
|
|
Vector forward;
|
|
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
|
|
|
|
if( pev->spawnflags & SF_TANK_LINEOFSIGHT )
|
|
{
|
|
float length = direction.Length();
|
|
UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr );
|
|
if( tr.pHit == pTarget )
|
|
fire = TRUE;
|
|
}
|
|
else
|
|
fire = TRUE;
|
|
|
|
if( fire )
|
|
{
|
|
Fire( BarrelPosition(), forward, pev );
|
|
}
|
|
else
|
|
m_fireLast = 0;
|
|
}
|
|
else
|
|
m_fireLast = 0;
|
|
}
|
|
|
|
// If barrel is offset, add in additional rotation
|
|
void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance )
|
|
{
|
|
float r2, d2;
|
|
|
|
if( m_barrelPos.y != 0 || m_barrelPos.z != 0 )
|
|
{
|
|
distance -= m_barrelPos.z;
|
|
d2 = distance * distance;
|
|
if( m_barrelPos.y )
|
|
{
|
|
r2 = m_barrelPos.y * m_barrelPos.y;
|
|
angles.y += ( 180.0f / M_PI_F ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
|
|
}
|
|
if( m_barrelPos.z )
|
|
{
|
|
r2 = m_barrelPos.z * m_barrelPos.z;
|
|
angles.x += ( 180.0f / M_PI_F ) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fire targets and spawn sprites
|
|
void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
{
|
|
if( m_fireLast != 0 )
|
|
{
|
|
if( m_iszSpriteSmoke )
|
|
{
|
|
CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteSmoke ), barrelEnd, TRUE );
|
|
pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0f, 20.0f ) );
|
|
pSprite->SetTransparency( kRenderTransAlpha, (int)pev->rendercolor.x, (int)pev->rendercolor.y, (int)pev->rendercolor.z, 255, kRenderFxNone );
|
|
pSprite->pev->velocity.z = RANDOM_FLOAT( 40.0f, 80.0f );
|
|
pSprite->SetScale( m_spriteScale );
|
|
}
|
|
if( m_iszSpriteFlash )
|
|
{
|
|
CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteFlash ), barrelEnd, TRUE );
|
|
pSprite->AnimateAndDie( 60 );
|
|
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
pSprite->SetScale( m_spriteScale );
|
|
|
|
// Hack Hack, make it stick around for at least 100 ms.
|
|
pSprite->pev->nextthink += 0.1f;
|
|
}
|
|
SUB_UseTargets( this, USE_TOGGLE, 0 );
|
|
}
|
|
m_fireLast = gpGlobals->time;
|
|
}
|
|
|
|
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr )
|
|
{
|
|
// get circular gaussian spread
|
|
float x, y, z;
|
|
do
|
|
{
|
|
x = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
|
|
y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
|
|
z = x * x + y * y;
|
|
} while( z > 1 );
|
|
Vector vecDir = vecForward +
|
|
x * vecSpread.x * gpGlobals->v_right +
|
|
y * vecSpread.y * gpGlobals->v_up;
|
|
Vector vecEnd;
|
|
|
|
vecEnd = vecStart + vecDir * 4096;
|
|
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr );
|
|
}
|
|
|
|
void CFuncTank::StartRotSound( void )
|
|
{
|
|
if( !pev->noise || ( pev->spawnflags & SF_TANK_SOUNDON ) )
|
|
return;
|
|
pev->spawnflags |= SF_TANK_SOUNDON;
|
|
EMIT_SOUND( edict(), CHAN_STATIC, STRING( pev->noise ), 0.85, ATTN_NORM );
|
|
}
|
|
|
|
void CFuncTank::StopRotSound( void )
|
|
{
|
|
if( pev->spawnflags & SF_TANK_SOUNDON )
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise ) );
|
|
pev->spawnflags &= ~SF_TANK_SOUNDON;
|
|
}
|
|
|
|
class CFuncTankGun : public CFuncTank
|
|
{
|
|
public:
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun )
|
|
|
|
void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
{
|
|
int i;
|
|
|
|
if( m_fireLast != 0 )
|
|
{
|
|
// FireBullets needs gpGlobals->v_up, etc.
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
if( bulletCount > 0 )
|
|
{
|
|
for( i = 0; i < bulletCount; i++ )
|
|
{
|
|
switch( m_bulletType )
|
|
{
|
|
case TANK_BULLET_9MM:
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker );
|
|
break;
|
|
case TANK_BULLET_MP5:
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_MP5, 1, m_iBulletDamage, pevAttacker );
|
|
break;
|
|
case TANK_BULLET_12MM:
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_12MM, 1, m_iBulletDamage, pevAttacker );
|
|
break;
|
|
default:
|
|
case TANK_BULLET_NONE:
|
|
break;
|
|
}
|
|
}
|
|
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
|
|
}
|
|
}
|
|
else
|
|
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
|
|
}
|
|
|
|
class CFuncTankLaser : public CFuncTank
|
|
{
|
|
public:
|
|
void Activate( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
void Think( void );
|
|
CLaser *GetLaser( void );
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
virtual void StopFire( void );
|
|
|
|
private:
|
|
CLaser *m_pLaser;
|
|
float m_laserTime;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser )
|
|
|
|
TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CFuncTankLaser, m_pLaser, FIELD_CLASSPTR ),
|
|
DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank )
|
|
|
|
void CFuncTankLaser::Activate( void )
|
|
{
|
|
if( !GetLaser() )
|
|
{
|
|
UTIL_Remove( this );
|
|
ALERT( at_error, "Laser tank with no env_laser!\n" );
|
|
}
|
|
else
|
|
{
|
|
m_pLaser->TurnOff();
|
|
}
|
|
}
|
|
|
|
void CFuncTankLaser::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "laserentity" ) )
|
|
{
|
|
pev->message = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CFuncTank::KeyValue( pkvd );
|
|
}
|
|
|
|
CLaser *CFuncTankLaser::GetLaser( void )
|
|
{
|
|
if( m_pLaser )
|
|
return m_pLaser;
|
|
|
|
edict_t *pentLaser;
|
|
|
|
pentLaser = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->message ) );
|
|
while( !FNullEnt( pentLaser ) )
|
|
{
|
|
// Found the landmark
|
|
if( FClassnameIs( pentLaser, "env_laser" ) )
|
|
{
|
|
m_pLaser = (CLaser *)CBaseEntity::Instance( pentLaser );
|
|
break;
|
|
}
|
|
else
|
|
pentLaser = FIND_ENTITY_BY_TARGETNAME( pentLaser, STRING( pev->message ) );
|
|
}
|
|
|
|
return m_pLaser;
|
|
}
|
|
|
|
void CFuncTankLaser::Think( void )
|
|
{
|
|
if( m_pLaser && (gpGlobals->time > m_laserTime) )
|
|
m_pLaser->TurnOff();
|
|
|
|
CFuncTank::Think();
|
|
}
|
|
|
|
void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
{
|
|
int i;
|
|
TraceResult tr;
|
|
|
|
if( m_fireLast != 0 && GetLaser() )
|
|
{
|
|
// TankTrace needs gpGlobals->v_up, etc.
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
if( bulletCount )
|
|
{
|
|
for( i = 0; i < bulletCount; i++ )
|
|
{
|
|
m_pLaser->pev->origin = barrelEnd;
|
|
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
|
|
|
|
m_laserTime = gpGlobals->time;
|
|
m_pLaser->TurnOn();
|
|
m_pLaser->pev->dmgtime = gpGlobals->time - 1.0f;
|
|
m_pLaser->FireAtPoint( tr );
|
|
m_pLaser->pev->nextthink = 0;
|
|
}
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
}
|
|
|
|
void CFuncTankLaser::StopFire( void )
|
|
{
|
|
if( m_pLaser )
|
|
m_pLaser->TurnOff();
|
|
}
|
|
|
|
class CFuncTankRocket : public CFuncTank
|
|
{
|
|
public:
|
|
void Precache( void );
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket )
|
|
|
|
void CFuncTankRocket::Precache( void )
|
|
{
|
|
UTIL_PrecacheOther( "rpg_rocket" );
|
|
CFuncTank::Precache();
|
|
}
|
|
|
|
void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
{
|
|
int i;
|
|
|
|
if( m_fireLast != 0 )
|
|
{
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
if( bulletCount > 0 )
|
|
{
|
|
for( i = 0; i < bulletCount; i++ )
|
|
{
|
|
CBaseEntity::Create( "rpg_rocket", barrelEnd, pev->angles, edict() );
|
|
}
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
}
|
|
else
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
|
|
class CFuncTankMortar : public CFuncTank
|
|
{
|
|
public:
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar )
|
|
|
|
void CFuncTankMortar::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "iMagnitude" ) )
|
|
{
|
|
pev->impulse = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CFuncTank::KeyValue( pkvd );
|
|
}
|
|
|
|
void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
{
|
|
if( m_fireLast != 0 )
|
|
{
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
// Only create 1 explosion
|
|
if( bulletCount > 0 )
|
|
{
|
|
TraceResult tr;
|
|
|
|
// TankTrace needs gpGlobals->v_up, etc.
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
|
|
|
|
ExplosionCreate( tr.vecEndPos, pev->angles, edict(), pev->impulse, TRUE );
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
}
|
|
else
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
}
|
|
|
|
//============================================================================
|
|
// FUNC TANK CONTROLS
|
|
//============================================================================
|
|
class CFuncTankControls : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual int ObjectCaps( void );
|
|
void Spawn( void );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void Think( void );
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
CFuncTank *m_pTank;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls )
|
|
|
|
TYPEDESCRIPTION CFuncTankControls::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity )
|
|
|
|
int CFuncTankControls::ObjectCaps( void )
|
|
{
|
|
return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
void CFuncTankControls::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
// pass the Use command onto the controls
|
|
if( m_pTank )
|
|
m_pTank->Use( pActivator, pCaller, useType, value );
|
|
|
|
ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly
|
|
}
|
|
|
|
void CFuncTankControls::Think( void )
|
|
{
|
|
edict_t *pTarget = NULL;
|
|
|
|
do
|
|
{
|
|
pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING( pev->target ) );
|
|
} while( !FNullEnt( pTarget ) && strncmp( STRING( pTarget->v.classname ), "func_tank", 9 ) );
|
|
|
|
if( FNullEnt( pTarget ) )
|
|
{
|
|
ALERT( at_console, "No tank %s\n", STRING( pev->target ) );
|
|
return;
|
|
}
|
|
|
|
m_pTank = (CFuncTank*)Instance( pTarget );
|
|
}
|
|
|
|
void CFuncTankControls::Spawn( void )
|
|
{
|
|
pev->solid = SOLID_TRIGGER;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
pev->effects |= EF_NODRAW;
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.3f; // After all the func_tank's have spawned
|
|
|
|
CBaseEntity::Spawn();
|
|
}
|